@onerjs/core 8.50.9 → 8.51.2

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Files changed (131) hide show
  1. package/Cameras/Inputs/freeCameraTouchInput.js +5 -3
  2. package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
  3. package/Cameras/Inputs/freeCameraVirtualJoystickInput.js +11 -7
  4. package/Cameras/Inputs/freeCameraVirtualJoystickInput.js.map +1 -1
  5. package/Cameras/arcRotateCamera.js +2 -1
  6. package/Cameras/arcRotateCamera.js.map +1 -1
  7. package/Cameras/camera.js +1 -0
  8. package/Cameras/camera.js.map +1 -1
  9. package/Cameras/followCamera.js +1 -1
  10. package/Cameras/followCamera.js.map +1 -1
  11. package/Compute/computeEffect.js +2 -2
  12. package/Compute/computeEffect.js.map +1 -1
  13. package/Culling/ray.core.js +46 -2
  14. package/Culling/ray.core.js.map +1 -1
  15. package/Debug/debugLayer.js +1 -1
  16. package/Debug/debugLayer.js.map +1 -1
  17. package/Engines/abstractEngine.js +2 -2
  18. package/Engines/abstractEngine.js.map +1 -1
  19. package/FrameGraph/Node/nodeRenderGraph.js +11 -3
  20. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  21. package/Layers/layer.js +5 -1
  22. package/Layers/layer.js.map +1 -1
  23. package/LensFlares/lensFlareSystem.js +1 -0
  24. package/LensFlares/lensFlareSystem.js.map +1 -1
  25. package/Lights/Clustered/clusteredLightContainer.js +19 -1
  26. package/Lights/Clustered/clusteredLightContainer.js.map +1 -1
  27. package/Lights/light.d.ts +5 -0
  28. package/Lights/light.js +18 -2
  29. package/Lights/light.js.map +1 -1
  30. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.d.ts +1 -0
  31. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.js +6 -3
  32. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.js.map +1 -1
  33. package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +2 -0
  34. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +10 -3
  35. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  36. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.d.ts +2 -1
  37. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.js +10 -4
  38. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.js.map +1 -1
  39. package/Materials/Node/nodeMaterial.js +10 -2
  40. package/Materials/Node/nodeMaterial.js.map +1 -1
  41. package/Materials/PBR/openpbrMaterial.d.ts +31 -0
  42. package/Materials/PBR/openpbrMaterial.js +50 -2
  43. package/Materials/PBR/openpbrMaterial.js.map +1 -1
  44. package/Materials/Textures/envCubeTexture.js +33 -15
  45. package/Materials/Textures/envCubeTexture.js.map +1 -1
  46. package/Materials/effect.functions.js +4 -4
  47. package/Materials/effect.functions.js.map +1 -1
  48. package/Materials/standardMaterial.js +4 -2
  49. package/Materials/standardMaterial.js.map +1 -1
  50. package/Meshes/Node/Blocks/bevelBlock.d.ts +52 -0
  51. package/Meshes/Node/Blocks/bevelBlock.js +1327 -0
  52. package/Meshes/Node/Blocks/bevelBlock.js.map +1 -0
  53. package/Meshes/Node/index.d.ts +1 -0
  54. package/Meshes/Node/index.js +1 -0
  55. package/Meshes/Node/index.js.map +1 -1
  56. package/Meshes/Node/nodeGeometry.js +10 -2
  57. package/Meshes/Node/nodeGeometry.js.map +1 -1
  58. package/Meshes/abstractMesh.js +1 -0
  59. package/Meshes/abstractMesh.js.map +1 -1
  60. package/Misc/snapshotRenderingHelper.d.ts +22 -1
  61. package/Misc/snapshotRenderingHelper.js +101 -0
  62. package/Misc/snapshotRenderingHelper.js.map +1 -1
  63. package/Misc/tools.js +1 -1
  64. package/Misc/tools.js.map +1 -1
  65. package/Particles/Node/Blocks/Update/updateFlowMapBlock.js +17 -10
  66. package/Particles/Node/Blocks/Update/updateFlowMapBlock.js.map +1 -1
  67. package/Particles/Node/Blocks/Update/updateNoiseBlock.js +14 -0
  68. package/Particles/Node/Blocks/Update/updateNoiseBlock.js.map +1 -1
  69. package/Particles/Node/Blocks/particleSourceTextureBlock.js +114 -12
  70. package/Particles/Node/Blocks/particleSourceTextureBlock.js.map +1 -1
  71. package/Particles/Node/nodeParticleBuildState.d.ts +11 -0
  72. package/Particles/Node/nodeParticleBuildState.js +15 -0
  73. package/Particles/Node/nodeParticleBuildState.js.map +1 -1
  74. package/Particles/Node/nodeParticleSystemSet.js +33 -24
  75. package/Particles/Node/nodeParticleSystemSet.js.map +1 -1
  76. package/Particles/gpuParticleSystem.js +1 -0
  77. package/Particles/gpuParticleSystem.js.map +1 -1
  78. package/Particles/thinParticleSystem.d.ts +13 -0
  79. package/Particles/thinParticleSystem.js +42 -6
  80. package/Particles/thinParticleSystem.js.map +1 -1
  81. package/PostProcesses/postProcessManager.d.ts +2 -0
  82. package/PostProcesses/postProcessManager.js +14 -8
  83. package/PostProcesses/postProcessManager.js.map +1 -1
  84. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +12 -9
  85. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
  86. package/Rendering/iblCdfGeneratorSceneComponent.d.ts +6 -0
  87. package/Rendering/iblCdfGeneratorSceneComponent.js +16 -0
  88. package/Rendering/iblCdfGeneratorSceneComponent.js.map +1 -1
  89. package/Rendering/prePassRenderer.d.ts +4 -1
  90. package/Rendering/prePassRenderer.js +31 -9
  91. package/Rendering/prePassRenderer.js.map +1 -1
  92. package/Shaders/ShadersInclude/openpbrBackgroundTransmission.js +20 -7
  93. package/Shaders/ShadersInclude/openpbrBackgroundTransmission.js.map +1 -1
  94. package/Shaders/ShadersInclude/openpbrDirectLighting.js +2 -2
  95. package/Shaders/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  96. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js +8 -2
  97. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
  98. package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js +4 -1
  99. package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js.map +1 -1
  100. package/Shaders/ShadersInclude/openpbrNormalMapFragment.js +2 -0
  101. package/Shaders/ShadersInclude/openpbrNormalMapFragment.js.map +1 -1
  102. package/Shaders/ShadersInclude/openpbrVolumeFunctions.js +1 -1
  103. package/Shaders/ShadersInclude/openpbrVolumeFunctions.js.map +1 -1
  104. package/Shaders/ShadersInclude/pbrBRDFFunctions.js +2 -1
  105. package/Shaders/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
  106. package/Shaders/openpbr.fragment.js +1 -1
  107. package/Shaders/openpbr.fragment.js.map +1 -1
  108. package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.js +20 -7
  109. package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.js.map +1 -1
  110. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js +2 -2
  111. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  112. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js +9 -3
  113. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
  114. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragment.js +2 -0
  115. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragment.js.map +1 -1
  116. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragmentMainFunctions.js +1 -1
  117. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragmentMainFunctions.js.map +1 -1
  118. package/ShadersWGSL/ShadersInclude/openpbrVolumeFunctions.js +1 -1
  119. package/ShadersWGSL/ShadersInclude/openpbrVolumeFunctions.js.map +1 -1
  120. package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js +5 -4
  121. package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
  122. package/ShadersWGSL/ShadersInclude/shadowsVertex.js +4 -0
  123. package/ShadersWGSL/ShadersInclude/shadowsVertex.js.map +1 -1
  124. package/ShadersWGSL/openpbr.fragment.js +1 -1
  125. package/ShadersWGSL/openpbr.fragment.js.map +1 -1
  126. package/Sprites/spriteManager.js +1 -0
  127. package/Sprites/spriteManager.js.map +1 -1
  128. package/package.json +1 -1
  129. package/scene.d.ts +16 -0
  130. package/scene.js +13 -0
  131. package/scene.js.map +1 -1
@@ -1 +1 @@
1
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{ Logger } from \"../Misc/logger\";\r\nimport { type Nullable } from \"../types\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { type IComputePipelineContext } from \"./IComputePipelineContext\";\r\nimport { GetDOMTextContent, IsWindowObjectExist } from \"../Misc/domManagement\";\r\nimport { Finalize, Initialize, PreProcess } from \"../Engines/Processors/shaderProcessor\";\r\nimport { type _IProcessingOptions } from \"../Engines/Processors/shaderProcessingOptions\";\r\nimport { ShaderStore } from \"../Engines/shaderStore\";\r\nimport { ShaderLanguage } from \"../Materials/shaderLanguage\";\r\n\r\nimport { type AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { type ComputeCompilationMessages } from \"../Engines/Extensions/engine.computeShader\";\r\nimport { _RetryWithInterval } from \"core/Misc/timingTools\";\r\n\r\n/**\r\n * Defines the route to the shader code. The priority is as follows:\r\n * * object: `{ computeSource: \"compute shader code string\"}` for directly passing the shader code\r\n * * object: `{ computeElement: \"vertexShaderCode\" }`, used with shader code in script tags\r\n * * object: `{ compute: \"custom\" }`, used with `Effect.ShadersStore[\"customVertexShader\"]` and `Effect.ShadersStore[\"customFragmentShader\"]`\r\n * * string: `\"./COMMON_NAME\"`, used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport type IComputeShaderPath = {\r\n /**\r\n * Directly pass the shader code\r\n */\r\n computeSource?: string;\r\n /**\r\n * Used with Effect.ShadersStore. If the `vertex` is set to `\"custom`, then\r\n * Babylon.js will read from Effect.ShadersStore[\"customVertexShader\"]\r\n */\r\n compute?: string;\r\n /**\r\n * Used with shader code in script tags\r\n */\r\n computeElement?: string;\r\n};\r\n\r\n/**\r\n * Options to be used when creating a compute effect.\r\n */\r\nexport interface IComputeEffectCreationOptions {\r\n /**\r\n * Define statements that will be set in the shader.\r\n */\r\n defines: any;\r\n /**\r\n * The name of the entry point in the shader source (default: \"main\")\r\n */\r\n entryPoint?: string;\r\n /**\r\n * Callback that will be called when the shader is compiled.\r\n */\r\n onCompiled: Nullable<(effect: ComputeEffect) => void>;\r\n /**\r\n * Callback that will be called if an error occurs during shader compilation.\r\n */\r\n onError: Nullable<(effect: ComputeEffect, errors: string) => void>;\r\n /**\r\n * If provided, will be called with the shader code so that this code can be updated before it is compiled by the GPU\r\n */\r\n processFinalCode?: Nullable<(code: string) => string>;\r\n}\r\n\r\n/**\r\n * Effect wrapping a compute shader and let execute (dispatch) the shader\r\n */\r\nexport class ComputeEffect {\r\n private static _UniqueIdSeed = 0;\r\n\r\n /**\r\n * Enable logging of the shader code when a compilation error occurs\r\n */\r\n public static LogShaderCodeOnCompilationError = true;\r\n /**\r\n * Name of the effect.\r\n */\r\n public name: IComputeShaderPath | string;\r\n /**\r\n * String container all the define statements that should be set on the shader.\r\n */\r\n public defines: string = \"\";\r\n /**\r\n * Callback that will be called when the shader is compiled.\r\n */\r\n public onCompiled: Nullable<(effect: ComputeEffect) => void> = null;\r\n /**\r\n * Callback that will be called if an error occurs during shader compilation.\r\n */\r\n public onError: Nullable<(effect: ComputeEffect, errors: string) => void> = null;\r\n /**\r\n * Unique ID of the effect.\r\n */\r\n public uniqueId = 0;\r\n /**\r\n * Observable that will be called when the shader is compiled.\r\n * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.\r\n */\r\n public onCompileObservable = new Observable<ComputeEffect>();\r\n /**\r\n * Observable that will be called if an error occurs during shader compilation.\r\n */\r\n public onErrorObservable = new Observable<ComputeEffect>();\r\n /**\r\n * Observable that will be called when effect is bound.\r\n */\r\n public onBindObservable = new Observable<ComputeEffect>();\r\n\r\n /**\r\n * @internal\r\n * Specifies if the effect was previously ready\r\n */\r\n public _wasPreviouslyReady = false;\r\n\r\n private _engine: AbstractEngine;\r\n private _isReady = false;\r\n private _compilationError = \"\";\r\n /** @internal */\r\n public _key: string = \"\";\r\n private _computeSourceCodeOverride: string = \"\";\r\n /** @internal */\r\n public _pipelineContext: Nullable<IComputePipelineContext> = null;\r\n /** @internal */\r\n public _computeSourceCode: string = \"\";\r\n private _rawComputeSourceCode: string = \"\";\r\n private _entryPoint: string;\r\n private _shaderLanguage = ShaderLanguage.WGSL;\r\n private _shaderStore: { [key: string]: string };\r\n private _shaderRepository: string;\r\n private _includeShaderStore: { [key: string]: string };\r\n\r\n /**\r\n * Creates a compute effect that can be used to execute a compute shader\r\n * @param baseName Name of the effect\r\n * @param options Set of all options to create the effect\r\n * @param engine The engine the effect is created for\r\n * @param key Effect Key identifying uniquely compiled shader variants\r\n */\r\n constructor(baseName: IComputeShaderPath | string, options: IComputeEffectCreationOptions, engine: AbstractEngine, key = \"\") {\r\n this.name = baseName;\r\n this._key = key;\r\n\r\n this._engine = engine;\r\n this.uniqueId = ComputeEffect._UniqueIdSeed++;\r\n\r\n this.defines = options.defines ?? \"\";\r\n this.onError = options.onError;\r\n this.onCompiled = options.onCompiled;\r\n this._entryPoint = options.entryPoint ?? \"main\";\r\n\r\n this._shaderStore = ShaderStore.GetShadersStore(this._shaderLanguage);\r\n this._shaderRepository = ShaderStore.GetShadersRepository(this._shaderLanguage);\r\n this._includeShaderStore = ShaderStore.GetIncludesShadersStore(this._shaderLanguage);\r\n\r\n let computeSource: IComputeShaderPath | HTMLElement | string;\r\n\r\n const hostDocument = IsWindowObjectExist() ? this._engine.getHostDocument() : null;\r\n\r\n if (typeof baseName === \"string\") {\r\n computeSource = baseName;\r\n } else if (baseName.computeSource) {\r\n computeSource = \"source:\" + baseName.computeSource;\r\n } else if (baseName.computeElement) {\r\n computeSource = hostDocument?.getElementById(baseName.computeElement) || baseName.computeElement;\r\n } else {\r\n computeSource = baseName.compute || baseName;\r\n }\r\n\r\n const processorOptions: _IProcessingOptions = {\r\n defines: this.defines.split(\"\\n\"),\r\n indexParameters: undefined,\r\n isFragment: false,\r\n shouldUseHighPrecisionShader: false,\r\n processor: null,\r\n supportsUniformBuffers: this._engine.supportsUniformBuffers,\r\n shadersRepository: this._shaderRepository,\r\n includesShadersStore: this._includeShaderStore,\r\n version: (this._engine.version * 100).toString(),\r\n platformName: this._engine.shaderPlatformName,\r\n processingContext: null,\r\n isNDCHalfZRange: this._engine.isNDCHalfZRange,\r\n useReverseDepthBuffer: this._engine.useReverseDepthBuffer,\r\n processCodeAfterIncludes: (shaderType: string, code: string, defines?: string[]) => {\r\n if (!defines) {\r\n return code;\r\n }\r\n // We need to convert #define key value to a const\r\n for (const define of defines) {\r\n const keyValue = define.replace(\"#define\", \"\").replace(\";\", \"\").trim();\r\n const split = keyValue.split(\" \");\r\n if (split.length === 2) {\r\n const key = split[0];\r\n const value = split[1];\r\n if (!isNaN(parseInt(value)) || !isNaN(parseFloat(value))) {\r\n code = `const ${key} = ${value};\\n` + code;\r\n }\r\n }\r\n }\r\n return code;\r\n },\r\n };\r\n\r\n this._loadShader(computeSource, \"Compute\", \"\", (computeCode) => {\r\n Initialize(processorOptions);\r\n PreProcess(\r\n computeCode,\r\n processorOptions,\r\n (migratedComputeCode) => {\r\n this._rawComputeSourceCode = computeCode;\r\n if (options.processFinalCode) {\r\n migratedComputeCode = options.processFinalCode(migratedComputeCode);\r\n }\r\n const finalShaders = Finalize(migratedComputeCode, \"\", processorOptions);\r\n this._useFinalCode(finalShaders.vertexCode, baseName);\r\n },\r\n this._engine\r\n );\r\n });\r\n }\r\n\r\n private _useFinalCode(migratedCommputeCode: string, baseName: any) {\r\n if (baseName) {\r\n const compute = baseName.computeElement || baseName.compute || baseName.spectorName || baseName;\r\n\r\n this._computeSourceCode = \"//#define SHADER_NAME compute:\" + compute + \"\\n\" + migratedCommputeCode;\r\n } else {\r\n this._computeSourceCode = migratedCommputeCode;\r\n }\r\n this._prepareEffect();\r\n }\r\n\r\n /**\r\n * Unique key for this effect\r\n */\r\n public get key(): string {\r\n return this._key;\r\n }\r\n\r\n /**\r\n * If the effect has been compiled and prepared.\r\n * @returns if the effect is compiled and prepared.\r\n */\r\n public isReady(): boolean {\r\n try {\r\n return this._isReadyInternal();\r\n } catch {\r\n return false;\r\n }\r\n }\r\n\r\n private _isReadyInternal(): boolean {\r\n if (this._isReady) {\r\n return true;\r\n }\r\n if (this._pipelineContext) {\r\n return this._pipelineContext.isReady;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * The engine the effect was initialized with.\r\n * @returns the engine.\r\n */\r\n public getEngine(): AbstractEngine {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * The pipeline context for this effect\r\n * @returns the associated pipeline context\r\n */\r\n public getPipelineContext(): Nullable<IComputePipelineContext> {\r\n return this._pipelineContext;\r\n }\r\n\r\n /**\r\n * The error from the last compilation.\r\n * @returns the error string.\r\n */\r\n public getCompilationError(): string {\r\n return this._compilationError;\r\n }\r\n\r\n /**\r\n * Adds a callback to the onCompiled observable and call the callback immediately if already ready.\r\n * @param func The callback to be used.\r\n */\r\n public executeWhenCompiled(func: (effect: ComputeEffect) => void): void {\r\n if (this.isReady()) {\r\n func(this);\r\n return;\r\n }\r\n\r\n this.onCompileObservable.add((effect) => {\r\n func(effect);\r\n });\r\n\r\n if (!this._pipelineContext || this._pipelineContext.isAsync) {\r\n this._checkIsReady(null);\r\n }\r\n }\r\n\r\n private _checkIsReady(previousPipelineContext: Nullable<IComputePipelineContext>) {\r\n _RetryWithInterval(\r\n () => this._isReadyInternal(),\r\n () => {\r\n // no-op, all work is done in _isReadyInternal\r\n },\r\n (e) => {\r\n this._processCompilationErrors(e, previousPipelineContext);\r\n },\r\n undefined,\r\n undefined,\r\n false\r\n );\r\n }\r\n\r\n private _loadShader(shader: any, key: string, optionalKey: string, callback: (data: any) => void): void {\r\n if (typeof HTMLElement !== \"undefined\") {\r\n // DOM element ?\r\n if (shader instanceof HTMLElement) {\r\n const shaderCode = GetDOMTextContent(shader);\r\n callback(shaderCode);\r\n return;\r\n }\r\n }\r\n\r\n // Direct source ?\r\n if (shader.substring(0, 7) === \"source:\") {\r\n callback(shader.substring(7));\r\n return;\r\n }\r\n\r\n // Base64 encoded ?\r\n if (shader.substring(0, 7) === \"base64:\") {\r\n const shaderBinary = window.atob(shader.substring(7));\r\n callback(shaderBinary);\r\n return;\r\n }\r\n\r\n // Is in local store ?\r\n if (this._shaderStore[shader + key + \"Shader\"]) {\r\n callback(this._shaderStore[shader + key + \"Shader\"]);\r\n return;\r\n }\r\n\r\n if (optionalKey && this._shaderStore[shader + optionalKey + \"Shader\"]) {\r\n callback(this._shaderStore[shader + optionalKey + \"Shader\"]);\r\n return;\r\n }\r\n\r\n let shaderUrl;\r\n\r\n if (shader[0] === \".\" || shader[0] === \"/\" || shader.indexOf(\"http\") > -1) {\r\n shaderUrl = shader;\r\n } else {\r\n shaderUrl = this._shaderRepository + shader;\r\n }\r\n\r\n this._engine._loadFile(shaderUrl + \".\" + key.toLowerCase() + \".fx\", callback);\r\n }\r\n\r\n /**\r\n * Gets the compute shader source code of this effect\r\n */\r\n public get computeSourceCode(): string {\r\n return this._computeSourceCodeOverride ? this._computeSourceCodeOverride : (this._pipelineContext?._getComputeShaderCode() ?? this._computeSourceCode);\r\n }\r\n\r\n /**\r\n * Gets the compute shader source code before it has been processed by the preprocessor\r\n */\r\n public get rawComputeSourceCode(): string {\r\n return this._rawComputeSourceCode;\r\n }\r\n\r\n /**\r\n * Prepares the effect\r\n * @internal\r\n */\r\n public _prepareEffect() {\r\n const defines = this.defines;\r\n\r\n const previousPipelineContext = this._pipelineContext;\r\n\r\n this._isReady = false;\r\n\r\n try {\r\n const engine = this._engine;\r\n\r\n this._pipelineContext = engine.createComputePipelineContext();\r\n this._pipelineContext._name = this._key;\r\n\r\n engine._prepareComputePipelineContext(\r\n this._pipelineContext,\r\n this._computeSourceCodeOverride ? this._computeSourceCodeOverride : this._computeSourceCode,\r\n this._rawComputeSourceCode,\r\n this._computeSourceCodeOverride ? null : defines,\r\n this._entryPoint\r\n );\r\n\r\n engine._executeWhenComputeStateIsCompiled(this._pipelineContext, (messages: Nullable<ComputeCompilationMessages>) => {\r\n if (messages && messages.numErrors > 0) {\r\n this._processCompilationErrors(messages, previousPipelineContext);\r\n return;\r\n }\r\n this._compilationError = \"\";\r\n this._isReady = true;\r\n if (this.onCompiled) {\r\n this.onCompiled(this);\r\n }\r\n this.onCompileObservable.notifyObservers(this);\r\n this.onCompileObservable.clear();\r\n\r\n if (previousPipelineContext) {\r\n this.getEngine()._deleteComputePipelineContext(previousPipelineContext);\r\n }\r\n });\r\n\r\n if (this._pipelineContext.isAsync) {\r\n this._checkIsReady(previousPipelineContext);\r\n }\r\n } catch (e) {\r\n let err = \"\" + e;\r\n if (e instanceof Error && e.stack) {\r\n err = e.stack;\r\n }\r\n this._processCompilationErrors(err, previousPipelineContext);\r\n }\r\n }\r\n\r\n private _processCompilationErrors(e: ComputeCompilationMessages | string, previousPipelineContext: Nullable<IComputePipelineContext> = null) {\r\n this._compilationError = \"\";\r\n\r\n Logger.Error(\"Unable to compile compute effect:\");\r\n if (this.defines) {\r\n Logger.Error(\"Defines:\\n\" + this.defines);\r\n }\r\n\r\n if (ComputeEffect.LogShaderCodeOnCompilationError) {\r\n const code = this._pipelineContext?._getComputeShaderCode();\r\n if (code) {\r\n Logger.Error(\"Compute code:\");\r\n Logger.Error(code);\r\n }\r\n }\r\n\r\n if (typeof e === \"string\") {\r\n this._compilationError = e;\r\n Logger.Error(\"Error: \" + this._compilationError);\r\n } else {\r\n for (const message of e.messages) {\r\n let msg = \"\";\r\n if (message.line !== undefined) {\r\n msg += \"Line \" + message.line + \", \";\r\n }\r\n if (message.offset !== undefined) {\r\n msg += \"Offset \" + message.offset + \", \";\r\n }\r\n if (message.length !== undefined) {\r\n msg += \"Length \" + message.length + \", \";\r\n }\r\n msg += message.type + \": \" + message.text;\r\n\r\n if (this._compilationError) {\r\n this._compilationError += \"\\n\";\r\n }\r\n this._compilationError += msg;\r\n Logger.Error(msg);\r\n }\r\n }\r\n\r\n if (previousPipelineContext) {\r\n this._pipelineContext = previousPipelineContext;\r\n this._isReady = true;\r\n }\r\n\r\n if (this.onError) {\r\n this.onError(this, this._compilationError);\r\n }\r\n this.onErrorObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Release all associated resources.\r\n **/\r\n public dispose() {\r\n if (this._pipelineContext) {\r\n this._pipelineContext.dispose();\r\n }\r\n this._engine._releaseComputeEffect(this);\r\n }\r\n\r\n /**\r\n * This function will add a new compute shader to the shader store\r\n * @param name the name of the shader\r\n * @param computeShader compute shader content\r\n */\r\n public static RegisterShader(name: string, computeShader: string) {\r\n ShaderStore.GetShadersStore(ShaderLanguage.WGSL)[`${name}ComputeShader`] = computeShader;\r\n }\r\n}\r\n"]}
1
+ 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{ Logger } from \"../Misc/logger\";\r\nimport { type Nullable } from \"../types\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { type IComputePipelineContext } from \"./IComputePipelineContext\";\r\nimport { GetDOMTextContent, IsWindowObjectExist } from \"../Misc/domManagement\";\r\nimport { Finalize, Initialize, PreProcess } from \"../Engines/Processors/shaderProcessor\";\r\nimport { type _IProcessingOptions } from \"../Engines/Processors/shaderProcessingOptions\";\r\nimport { ShaderStore } from \"../Engines/shaderStore\";\r\nimport { ShaderLanguage } from \"../Materials/shaderLanguage\";\r\n\r\nimport { type AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { type ComputeCompilationMessages } from \"../Engines/Extensions/engine.computeShader\";\r\nimport { _RetryWithInterval } from \"core/Misc/timingTools\";\r\n\r\n/**\r\n * Defines the route to the shader code. The priority is as follows:\r\n * * object: `{ computeSource: \"compute shader code string\"}` for directly passing the shader code\r\n * * object: `{ computeElement: \"vertexShaderCode\" }`, used with shader code in script tags\r\n * * object: `{ compute: \"custom\" }`, used with `Effect.ShadersStore[\"customVertexShader\"]` and `Effect.ShadersStore[\"customFragmentShader\"]`\r\n * * string: `\"./COMMON_NAME\"`, used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport type IComputeShaderPath = {\r\n /**\r\n * Directly pass the shader code\r\n */\r\n computeSource?: string;\r\n /**\r\n * Used with Effect.ShadersStore. If the `vertex` is set to `\"custom`, then\r\n * Babylon.js will read from Effect.ShadersStore[\"customVertexShader\"]\r\n */\r\n compute?: string;\r\n /**\r\n * Used with shader code in script tags\r\n */\r\n computeElement?: string;\r\n};\r\n\r\n/**\r\n * Options to be used when creating a compute effect.\r\n */\r\nexport interface IComputeEffectCreationOptions {\r\n /**\r\n * Define statements that will be set in the shader.\r\n */\r\n defines: any;\r\n /**\r\n * The name of the entry point in the shader source (default: \"main\")\r\n */\r\n entryPoint?: string;\r\n /**\r\n * Callback that will be called when the shader is compiled.\r\n */\r\n onCompiled: Nullable<(effect: ComputeEffect) => void>;\r\n /**\r\n * Callback that will be called if an error occurs during shader compilation.\r\n */\r\n onError: Nullable<(effect: ComputeEffect, errors: string) => void>;\r\n /**\r\n * If provided, will be called with the shader code so that this code can be updated before it is compiled by the GPU\r\n */\r\n processFinalCode?: Nullable<(code: string) => string>;\r\n}\r\n\r\n/**\r\n * Effect wrapping a compute shader and let execute (dispatch) the shader\r\n */\r\nexport class ComputeEffect {\r\n private static _UniqueIdSeed = 0;\r\n\r\n /**\r\n * Enable logging of the shader code when a compilation error occurs\r\n */\r\n public static LogShaderCodeOnCompilationError = true;\r\n /**\r\n * Name of the effect.\r\n */\r\n public name: IComputeShaderPath | string;\r\n /**\r\n * String container all the define statements that should be set on the shader.\r\n */\r\n public defines: string = \"\";\r\n /**\r\n * Callback that will be called when the shader is compiled.\r\n */\r\n public onCompiled: Nullable<(effect: ComputeEffect) => void> = null;\r\n /**\r\n * Callback that will be called if an error occurs during shader compilation.\r\n */\r\n public onError: Nullable<(effect: ComputeEffect, errors: string) => void> = null;\r\n /**\r\n * Unique ID of the effect.\r\n */\r\n public uniqueId = 0;\r\n /**\r\n * Observable that will be called when the shader is compiled.\r\n * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.\r\n */\r\n public onCompileObservable = new Observable<ComputeEffect>();\r\n /**\r\n * Observable that will be called if an error occurs during shader compilation.\r\n */\r\n public onErrorObservable = new Observable<ComputeEffect>();\r\n /**\r\n * Observable that will be called when effect is bound.\r\n */\r\n public onBindObservable = new Observable<ComputeEffect>();\r\n\r\n /**\r\n * @internal\r\n * Specifies if the effect was previously ready\r\n */\r\n public _wasPreviouslyReady = false;\r\n\r\n private _engine: AbstractEngine;\r\n private _isReady = false;\r\n private _compilationError = \"\";\r\n /** @internal */\r\n public _key: string = \"\";\r\n private _computeSourceCodeOverride: string = \"\";\r\n /** @internal */\r\n public _pipelineContext: Nullable<IComputePipelineContext> = null;\r\n /** @internal */\r\n public _computeSourceCode: string = \"\";\r\n private _rawComputeSourceCode: string = \"\";\r\n private _entryPoint: string;\r\n private _shaderLanguage = ShaderLanguage.WGSL;\r\n private _shaderStore: { [key: string]: string };\r\n private _shaderRepository: string;\r\n private _includeShaderStore: { [key: string]: string };\r\n\r\n /**\r\n * Creates a compute effect that can be used to execute a compute shader\r\n * @param baseName Name of the effect\r\n * @param options Set of all options to create the effect\r\n * @param engine The engine the effect is created for\r\n * @param key Effect Key identifying uniquely compiled shader variants\r\n */\r\n constructor(baseName: IComputeShaderPath | string, options: IComputeEffectCreationOptions, engine: AbstractEngine, key = \"\") {\r\n this.name = baseName;\r\n this._key = key;\r\n\r\n this._engine = engine;\r\n this.uniqueId = ComputeEffect._UniqueIdSeed++;\r\n\r\n this.defines = options.defines ?? \"\";\r\n this.onError = options.onError;\r\n this.onCompiled = options.onCompiled;\r\n this._entryPoint = options.entryPoint ?? \"main\";\r\n\r\n this._shaderStore = ShaderStore.GetShadersStore(this._shaderLanguage);\r\n this._shaderRepository = ShaderStore.GetShadersRepository(this._shaderLanguage);\r\n this._includeShaderStore = ShaderStore.GetIncludesShadersStore(this._shaderLanguage);\r\n\r\n let computeSource: IComputeShaderPath | HTMLElement | string;\r\n\r\n const hostDocument = IsWindowObjectExist() ? this._engine.getHostDocument() : null;\r\n\r\n if (typeof baseName === \"string\") {\r\n computeSource = baseName;\r\n } else if (typeof baseName.computeSource === \"string\") {\r\n computeSource = \"source:\" + baseName.computeSource;\r\n } else if (typeof baseName.computeElement === \"string\") {\r\n computeSource = hostDocument?.getElementById(baseName.computeElement) || baseName.computeElement;\r\n } else {\r\n computeSource = baseName.compute || baseName;\r\n }\r\n\r\n const processorOptions: _IProcessingOptions = {\r\n defines: this.defines.split(\"\\n\"),\r\n indexParameters: undefined,\r\n isFragment: false,\r\n shouldUseHighPrecisionShader: false,\r\n processor: null,\r\n supportsUniformBuffers: this._engine.supportsUniformBuffers,\r\n shadersRepository: this._shaderRepository,\r\n includesShadersStore: this._includeShaderStore,\r\n version: (this._engine.version * 100).toString(),\r\n platformName: this._engine.shaderPlatformName,\r\n processingContext: null,\r\n isNDCHalfZRange: this._engine.isNDCHalfZRange,\r\n useReverseDepthBuffer: this._engine.useReverseDepthBuffer,\r\n processCodeAfterIncludes: (shaderType: string, code: string, defines?: string[]) => {\r\n if (!defines) {\r\n return code;\r\n }\r\n // We need to convert #define key value to a const\r\n for (const define of defines) {\r\n const keyValue = define.replace(\"#define\", \"\").replace(\";\", \"\").trim();\r\n const split = keyValue.split(\" \");\r\n if (split.length === 2) {\r\n const key = split[0];\r\n const value = split[1];\r\n if (!isNaN(parseInt(value)) || !isNaN(parseFloat(value))) {\r\n code = `const ${key} = ${value};\\n` + code;\r\n }\r\n }\r\n }\r\n return code;\r\n },\r\n };\r\n\r\n this._loadShader(computeSource, \"Compute\", \"\", (computeCode) => {\r\n Initialize(processorOptions);\r\n PreProcess(\r\n computeCode,\r\n processorOptions,\r\n (migratedComputeCode) => {\r\n this._rawComputeSourceCode = computeCode;\r\n if (options.processFinalCode) {\r\n migratedComputeCode = options.processFinalCode(migratedComputeCode);\r\n }\r\n const finalShaders = Finalize(migratedComputeCode, \"\", processorOptions);\r\n this._useFinalCode(finalShaders.vertexCode, baseName);\r\n },\r\n this._engine\r\n );\r\n });\r\n }\r\n\r\n private _useFinalCode(migratedCommputeCode: string, baseName: any) {\r\n if (baseName) {\r\n const compute = baseName.computeElement || baseName.compute || baseName.spectorName || baseName;\r\n\r\n this._computeSourceCode = \"//#define SHADER_NAME compute:\" + compute + \"\\n\" + migratedCommputeCode;\r\n } else {\r\n this._computeSourceCode = migratedCommputeCode;\r\n }\r\n this._prepareEffect();\r\n }\r\n\r\n /**\r\n * Unique key for this effect\r\n */\r\n public get key(): string {\r\n return this._key;\r\n }\r\n\r\n /**\r\n * If the effect has been compiled and prepared.\r\n * @returns if the effect is compiled and prepared.\r\n */\r\n public isReady(): boolean {\r\n try {\r\n return this._isReadyInternal();\r\n } catch {\r\n return false;\r\n }\r\n }\r\n\r\n private _isReadyInternal(): boolean {\r\n if (this._isReady) {\r\n return true;\r\n }\r\n if (this._pipelineContext) {\r\n return this._pipelineContext.isReady;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * The engine the effect was initialized with.\r\n * @returns the engine.\r\n */\r\n public getEngine(): AbstractEngine {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * The pipeline context for this effect\r\n * @returns the associated pipeline context\r\n */\r\n public getPipelineContext(): Nullable<IComputePipelineContext> {\r\n return this._pipelineContext;\r\n }\r\n\r\n /**\r\n * The error from the last compilation.\r\n * @returns the error string.\r\n */\r\n public getCompilationError(): string {\r\n return this._compilationError;\r\n }\r\n\r\n /**\r\n * Adds a callback to the onCompiled observable and call the callback immediately if already ready.\r\n * @param func The callback to be used.\r\n */\r\n public executeWhenCompiled(func: (effect: ComputeEffect) => void): void {\r\n if (this.isReady()) {\r\n func(this);\r\n return;\r\n }\r\n\r\n this.onCompileObservable.add((effect) => {\r\n func(effect);\r\n });\r\n\r\n if (!this._pipelineContext || this._pipelineContext.isAsync) {\r\n this._checkIsReady(null);\r\n }\r\n }\r\n\r\n private _checkIsReady(previousPipelineContext: Nullable<IComputePipelineContext>) {\r\n _RetryWithInterval(\r\n () => this._isReadyInternal(),\r\n () => {\r\n // no-op, all work is done in _isReadyInternal\r\n },\r\n (e) => {\r\n this._processCompilationErrors(e, previousPipelineContext);\r\n },\r\n undefined,\r\n undefined,\r\n false\r\n );\r\n }\r\n\r\n private _loadShader(shader: any, key: string, optionalKey: string, callback: (data: any) => void): void {\r\n if (typeof HTMLElement !== \"undefined\") {\r\n // DOM element ?\r\n if (shader instanceof HTMLElement) {\r\n const shaderCode = GetDOMTextContent(shader);\r\n callback(shaderCode);\r\n return;\r\n }\r\n }\r\n\r\n // Direct source ?\r\n if (shader.substring(0, 7) === \"source:\") {\r\n callback(shader.substring(7));\r\n return;\r\n }\r\n\r\n // Base64 encoded ?\r\n if (shader.substring(0, 7) === \"base64:\") {\r\n const shaderBinary = window.atob(shader.substring(7));\r\n callback(shaderBinary);\r\n return;\r\n }\r\n\r\n // Is in local store ?\r\n if (this._shaderStore[shader + key + \"Shader\"]) {\r\n callback(this._shaderStore[shader + key + \"Shader\"]);\r\n return;\r\n }\r\n\r\n if (optionalKey && this._shaderStore[shader + optionalKey + \"Shader\"]) {\r\n callback(this._shaderStore[shader + optionalKey + \"Shader\"]);\r\n return;\r\n }\r\n\r\n let shaderUrl;\r\n\r\n if (shader[0] === \".\" || shader[0] === \"/\" || shader.indexOf(\"http\") > -1) {\r\n shaderUrl = shader;\r\n } else {\r\n shaderUrl = this._shaderRepository + shader;\r\n }\r\n\r\n this._engine._loadFile(shaderUrl + \".\" + key.toLowerCase() + \".fx\", callback);\r\n }\r\n\r\n /**\r\n * Gets the compute shader source code of this effect\r\n */\r\n public get computeSourceCode(): string {\r\n return this._computeSourceCodeOverride ? this._computeSourceCodeOverride : (this._pipelineContext?._getComputeShaderCode() ?? this._computeSourceCode);\r\n }\r\n\r\n /**\r\n * Gets the compute shader source code before it has been processed by the preprocessor\r\n */\r\n public get rawComputeSourceCode(): string {\r\n return this._rawComputeSourceCode;\r\n }\r\n\r\n /**\r\n * Prepares the effect\r\n * @internal\r\n */\r\n public _prepareEffect() {\r\n const defines = this.defines;\r\n\r\n const previousPipelineContext = this._pipelineContext;\r\n\r\n this._isReady = false;\r\n\r\n try {\r\n const engine = this._engine;\r\n\r\n this._pipelineContext = engine.createComputePipelineContext();\r\n this._pipelineContext._name = this._key;\r\n\r\n engine._prepareComputePipelineContext(\r\n this._pipelineContext,\r\n this._computeSourceCodeOverride ? this._computeSourceCodeOverride : this._computeSourceCode,\r\n this._rawComputeSourceCode,\r\n this._computeSourceCodeOverride ? null : defines,\r\n this._entryPoint\r\n );\r\n\r\n engine._executeWhenComputeStateIsCompiled(this._pipelineContext, (messages: Nullable<ComputeCompilationMessages>) => {\r\n if (messages && messages.numErrors > 0) {\r\n this._processCompilationErrors(messages, previousPipelineContext);\r\n return;\r\n }\r\n this._compilationError = \"\";\r\n this._isReady = true;\r\n if (this.onCompiled) {\r\n this.onCompiled(this);\r\n }\r\n this.onCompileObservable.notifyObservers(this);\r\n this.onCompileObservable.clear();\r\n\r\n if (previousPipelineContext) {\r\n this.getEngine()._deleteComputePipelineContext(previousPipelineContext);\r\n }\r\n });\r\n\r\n if (this._pipelineContext.isAsync) {\r\n this._checkIsReady(previousPipelineContext);\r\n }\r\n } catch (e) {\r\n let err = \"\" + e;\r\n if (e instanceof Error && e.stack) {\r\n err = e.stack;\r\n }\r\n this._processCompilationErrors(err, previousPipelineContext);\r\n }\r\n }\r\n\r\n private _processCompilationErrors(e: ComputeCompilationMessages | string, previousPipelineContext: Nullable<IComputePipelineContext> = null) {\r\n this._compilationError = \"\";\r\n\r\n Logger.Error(\"Unable to compile compute effect:\");\r\n if (this.defines) {\r\n Logger.Error(\"Defines:\\n\" + this.defines);\r\n }\r\n\r\n if (ComputeEffect.LogShaderCodeOnCompilationError) {\r\n const code = this._pipelineContext?._getComputeShaderCode();\r\n if (code) {\r\n Logger.Error(\"Compute code:\");\r\n Logger.Error(code);\r\n }\r\n }\r\n\r\n if (typeof e === \"string\") {\r\n this._compilationError = e;\r\n Logger.Error(\"Error: \" + this._compilationError);\r\n } else {\r\n for (const message of e.messages) {\r\n let msg = \"\";\r\n if (message.line !== undefined) {\r\n msg += \"Line \" + message.line + \", \";\r\n }\r\n if (message.offset !== undefined) {\r\n msg += \"Offset \" + message.offset + \", \";\r\n }\r\n if (message.length !== undefined) {\r\n msg += \"Length \" + message.length + \", \";\r\n }\r\n msg += message.type + \": \" + message.text;\r\n\r\n if (this._compilationError) {\r\n this._compilationError += \"\\n\";\r\n }\r\n this._compilationError += msg;\r\n Logger.Error(msg);\r\n }\r\n }\r\n\r\n if (previousPipelineContext) {\r\n this._pipelineContext = previousPipelineContext;\r\n this._isReady = true;\r\n }\r\n\r\n if (this.onError) {\r\n this.onError(this, this._compilationError);\r\n }\r\n this.onErrorObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Release all associated resources.\r\n **/\r\n public dispose() {\r\n if (this._pipelineContext) {\r\n this._pipelineContext.dispose();\r\n }\r\n this._engine._releaseComputeEffect(this);\r\n }\r\n\r\n /**\r\n * This function will add a new compute shader to the shader store\r\n * @param name the name of the shader\r\n * @param computeShader compute shader content\r\n */\r\n public static RegisterShader(name: string, computeShader: string) {\r\n ShaderStore.GetShadersStore(ShaderLanguage.WGSL)[`${name}ComputeShader`] = computeShader;\r\n }\r\n}\r\n"]}
@@ -652,6 +652,10 @@ export function CreatePickingRayInCameraSpaceToRef(scene, x, y, result, camera)
652
652
  }
653
653
  function InternalPickForMesh(pickingInfo, rayFunction, mesh, world, fastCheck, onlyBoundingInfo, trianglePredicate, skipBoundingInfo) {
654
654
  const ray = rayFunction(world, mesh.enableDistantPicking);
655
+ return InternalPickForMeshWithRay(pickingInfo, mesh, world, ray, fastCheck, onlyBoundingInfo, trianglePredicate, skipBoundingInfo);
656
+ }
657
+ // Used when a caller already has the mesh-local ray and wants to avoid rebuilding it through rayFunction.
658
+ function InternalPickForMeshWithRay(pickingInfo, mesh, world, ray, fastCheck, onlyBoundingInfo, trianglePredicate, skipBoundingInfo) {
655
659
  const result = mesh.intersects(ray, fastCheck, trianglePredicate, onlyBoundingInfo, world, skipBoundingInfo);
656
660
  if (!result || !result.hit) {
657
661
  return null;
@@ -661,11 +665,32 @@ function InternalPickForMesh(pickingInfo, rayFunction, mesh, world, fastCheck, o
661
665
  }
662
666
  return result;
663
667
  }
668
+ function GetThinInstancePickingIntersectionThreshold(className, mesh) {
669
+ return className === "InstancedLinesMesh" || className === "LinesMesh" ? mesh.intersectionThreshold : 0;
670
+ }
671
+ function GetThinInstanceRawBoundingInfo(mesh) {
672
+ const className = mesh.getClassName();
673
+ // GreasedLineMesh has a custom width-aware pick path, so the generic raw sphere+box precheck is not safe there.
674
+ if (className === "GreasedLineMesh") {
675
+ return { rawBoundingInfo: null, intersectionThreshold: 0 };
676
+ }
677
+ const rawBoundingInfo = mesh.rawBoundingInfo;
678
+ return { rawBoundingInfo, intersectionThreshold: rawBoundingInfo ? GetThinInstancePickingIntersectionThreshold(className, mesh) : 0 };
679
+ }
680
+ // Returns null when the raw-bounds precheck rejects; otherwise returns the mesh-local thin-instance ray to reuse downstream.
681
+ function ThinInstanceIntersectsRawBoundingInfo(rayFunction, mesh, world, rawBoundingInfo, intersectionThreshold) {
682
+ const ray = rayFunction(world, mesh.enableDistantPicking);
683
+ if (!ray.intersectsSphere(rawBoundingInfo.boundingSphere, intersectionThreshold) || !ray.intersectsBox(rawBoundingInfo.boundingBox, intersectionThreshold)) {
684
+ return null;
685
+ }
686
+ return ray;
687
+ }
664
688
  function InternalPick(scene, rayFunction, predicate, fastCheck, onlyBoundingInfo, trianglePredicate, meshes) {
665
689
  let pickingInfo = null;
666
690
  const computeWorldMatrixForCamera = !!(scene.activeCameras && scene.activeCameras.length > 1 && scene.cameraToUseForPointers !== scene.activeCamera);
667
691
  const currentCamera = scene.cameraToUseForPointers || scene.activeCamera;
668
692
  const picker = PickingCustomization.internalPickerForMesh || InternalPickForMesh;
693
+ const useFastPath = picker === InternalPickForMesh;
669
694
  const pickMeshes = meshes ? meshes : scene.meshes;
670
695
  for (let meshIndex = 0; meshIndex < pickMeshes.length; meshIndex++) {
671
696
  const mesh = pickMeshes[meshIndex];
@@ -687,6 +712,7 @@ function InternalPick(scene, rayFunction, predicate, fastCheck, onlyBoundingInfo
687
712
  // the user only asked for a bounding info check so we can return
688
713
  return result;
689
714
  }
715
+ const { rawBoundingInfo: thinInstanceRawBoundingInfo, intersectionThreshold: thinInstanceIntersectionThreshold } = GetThinInstanceRawBoundingInfo(mesh);
690
716
  const thinMatrixData = mesh._thinInstanceDataStorage.matrixData;
691
717
  if (thinMatrixData) {
692
718
  const thinMatrix = TmpVectors.Matrix[0];
@@ -698,7 +724,15 @@ function InternalPick(scene, rayFunction, predicate, fastCheck, onlyBoundingInfo
698
724
  }
699
725
  Matrix.FromArrayToRef(thinMatrixData, index << 4, thinMatrix);
700
726
  thinMatrix.multiplyToRef(world, combinedWorld);
701
- const result = picker(pickingInfo, rayFunction, mesh, combinedWorld, fastCheck, onlyBoundingInfo, trianglePredicate, true);
727
+ const thinInstanceRay = useFastPath && thinInstanceRawBoundingInfo
728
+ ? ThinInstanceIntersectsRawBoundingInfo(rayFunction, mesh, combinedWorld, thinInstanceRawBoundingInfo, thinInstanceIntersectionThreshold)
729
+ : null;
730
+ if (useFastPath && thinInstanceRawBoundingInfo && !thinInstanceRay) {
731
+ continue;
732
+ }
733
+ const result = useFastPath && thinInstanceRay
734
+ ? InternalPickForMeshWithRay(pickingInfo, mesh, combinedWorld, thinInstanceRay, fastCheck, onlyBoundingInfo, trianglePredicate, true)
735
+ : picker(pickingInfo, rayFunction, mesh, combinedWorld, fastCheck, onlyBoundingInfo, trianglePredicate, true);
702
736
  if (result) {
703
737
  pickingInfo = result;
704
738
  pickingInfo.thinInstanceIndex = index;
@@ -730,6 +764,7 @@ function InternalMultiPick(scene, rayFunction, predicate, trianglePredicate) {
730
764
  const computeWorldMatrixForCamera = !!(scene.activeCameras && scene.activeCameras.length > 1 && scene.cameraToUseForPointers !== scene.activeCamera);
731
765
  const currentCamera = scene.cameraToUseForPointers || scene.activeCamera;
732
766
  const picker = PickingCustomization.internalPickerForMesh || InternalPickForMesh;
767
+ const useFastPath = picker === InternalPickForMesh;
733
768
  for (let meshIndex = 0; meshIndex < scene.meshes.length; meshIndex++) {
734
769
  const mesh = scene.meshes[meshIndex];
735
770
  if (predicate) {
@@ -745,6 +780,7 @@ function InternalMultiPick(scene, rayFunction, predicate, trianglePredicate) {
745
780
  if (mesh.hasThinInstances && mesh.thinInstanceEnablePicking) {
746
781
  const result = picker(null, rayFunction, mesh, world, true, true, trianglePredicate);
747
782
  if (result) {
783
+ const { rawBoundingInfo: thinInstanceRawBoundingInfo, intersectionThreshold: thinInstanceIntersectionThreshold } = GetThinInstanceRawBoundingInfo(mesh);
748
784
  const thinMatrixData = mesh._thinInstanceDataStorage.matrixData;
749
785
  if (thinMatrixData) {
750
786
  const thinMatrix = TmpVectors.Matrix[0];
@@ -756,7 +792,15 @@ function InternalMultiPick(scene, rayFunction, predicate, trianglePredicate) {
756
792
  }
757
793
  Matrix.FromArrayToRef(thinMatrixData, index << 4, thinMatrix);
758
794
  thinMatrix.multiplyToRef(world, combinedWorld);
759
- const result = picker(null, rayFunction, mesh, combinedWorld, false, false, trianglePredicate, true);
795
+ const thinInstanceRay = useFastPath && thinInstanceRawBoundingInfo
796
+ ? ThinInstanceIntersectsRawBoundingInfo(rayFunction, mesh, combinedWorld, thinInstanceRawBoundingInfo, thinInstanceIntersectionThreshold)
797
+ : null;
798
+ if (useFastPath && thinInstanceRawBoundingInfo && !thinInstanceRay) {
799
+ continue;
800
+ }
801
+ const result = useFastPath && thinInstanceRay
802
+ ? InternalPickForMeshWithRay(null, mesh, combinedWorld, thinInstanceRay, false, false, trianglePredicate, true)
803
+ : picker(null, rayFunction, mesh, combinedWorld, false, false, trianglePredicate, true);
760
804
  if (result) {
761
805
  result.thinInstanceIndex = index;
762
806
  pickingInfos.push(result);